Now it's on the correct forum.
Main changes:- Walling will be done with actual walls (hopefully, but I don't think it will happen).
- Modifications to make every unit/spell/upgrade useful (main changes are about archers, bloodlust, healing, and blizzard. The rest are smaller adjustments)
That's about it. Stats are almost the same so it'll be easy to get into. Unused spells and archers will come into play.
Detailed info:UNITS and BUILDINGS:
- ARCHERS (+): 8 damage, 6 piercing damage (previously it was 3 and 6) – They were too weak before (mainly because of their low fire rate). They are better in combat, even though footmen will still clearly win 1v1. Meet them at the coastline. They are good at outnumbering enemies when they attack in numbers: you can target one footman with 5 archers, but 5 footmen can't go after one archer. Could lower it to 7 or 6 if they get powerful in numbers. (prev 0 11 was too much dmg against buildings. 0 8 would be too low against knights).
- Footmen (-): -1dmg and -1armor (now 5,3dmg and 1armor) – had to, reducing dmg is the way to help archers (Increasing archers dmg even more, caused problems). Ballistas go to 100hp (should be at 95), dk and peons becoming barely more resistant. These changes should only be noticeable against archers, so its not big.
- Knights (-): -2dmg and -2armor (now 6,4dmg and 2armor). New addition: Knights start with 80hp (previously 90). Paladin Training adds 10hp. – This makes footmen slightly better than before.
- Gryphons/Dragons (+): 120hp, 20dmg (previously 16), 2000 gold. – They were too weak for being the most expensive unit. They could even have more health. (armor adjusted)
- Peons: next: same (-1dmg adjustment).
- Walls (+): x4 reduced building time, it's fast but not immediate. Building cost now 50gold 25wood (20 10) – Note that walls aren't repairable.
- Buildings: same, but they may get a .75 - .87 hp reduction in the future
UPGRADES and SPELLS:
- Footman dmg upgrade (-): +1 instead of +2.
- Footman armor upgrade (-): +1 instead of +2 – to match the dmg upgrade. I also fixed an inconsistency in which the first upgrade would help footmen against arrows, unlike the rest. Now armor upgrades do defend against arrows.
- Archer arrow upgrades (+) : +3 both (prev +1) – next: at +2 seems fair. With 1st sword upgrade, foot may reduce one shot from archers and it will favor foots, but not so much with the 2nd upg.
- Ballista upgrades (+): +25 both (+15), Gold 800 and 2000 for the second upgrade – Next update: +20 and 2000 2nd. This is the max boost I should give them.
- Ranger training (+): +20hp – along with melee dmg upg, it gives archers a 4th shot on 1v1.
- Ranger scouting (+): 500 gold (1500) – it's an option now
- +1range upgrade (+): 500 gold.
- Berserker Regeneration (+): 500 gold. – if only it healed 10hp, it would be somewhat balanced against the +3 ranger upgrade, but it doesn't.
- +3dmg for rangers (+): 1500 gold – Next update: back to 2500
- Holy Vision: same. Could be lowered a bit.
- HEALING (+): From using full mana to heal 40hp, to healing 80hp – now 3mana x 1hp. It's powerful now. At 2xhp it would be more balanced against BL, but I decided to make it worse because pals could wait and regenerate until healing became stronger than BL, and orcs wouldn't have a good counter. So now humans are worse until BL runs out. It uses autohealing to avoid this problem: healing takes an animation, and you can only heal 40hp each time you cast it, so in battle you would heal very little (even at 1xhp you would have to heal many times. It just doesnt work). Next: at 4xhp. Autoheal brings new advantages: it's like Unholy Armor for demo squads, it's also countering most of dk spells, especially death and decay.
- Exorcism (+): now you can kill dk with 120mana instead of 240, and a skeleton at 160 (2mana x hp) – It has to be lower than healing, otherwise you'd rather heal your units than use it against skeletons.
- BLOODLUST (-): fixed at x2. 100mana (50). Increased building time to 200 (100) equal to healing – It still is the most powerful spell in the game. Balance between a spell that increases damage and a spell that heals dmg should be easy (if BL increases 50%, increase heal to match that) but to have both equal while around 100-150mana isnt.
- Runes (+): same – Mana cost should not be cheaper because it would be used all over the battlefield. At 150 you would have ogres using it on gold mines like blizzard. Next: 150mana, like polymorph.
- Fireball: (+): 80mana (100) – Dmg could be increased if blizzard happens to always be a better option.
- Death Coil (+): 80mana (100) – I think it did little damage for its cost, like -45hp to a knight for 100 mana.
- Slow: same – While slowing attack speed of enemies is powerful, hasted units can choose their matchup. It could go up to 100mana along with haste, although it would lose its combo potential.
- Polymorph (+): mana 150.
- Inviz: same
- Flame Shield: same – It could be dropped to 60 mana. Now comboes with autoheal.
- Blizzard/Decay (-): mana 100 (25), doing less damage. – You used it so much on the gold mine, that now it's basically just for that. It's just two showers that will only kill some peons and injure most of them. To have the same effect it had, you'll need two mages or finish them off with runes. It's no longer useful against buildings, ogres, dragons, there are other options against that. The correct fix would be decreasing the ridiculous range too, but that's not an option. Next: 80mana. It's three showers. My plan was to put it at higher mana to end its spam on gold mines, but that would make whirlwind better at everything.
- Haste: same
- Raise dead (+): Skeletons have 80hp, 6dmg, 4pierDmg, 0armor (pals are 90,6,4,2)
- Unholy Armor: same
- Whirlwind (+): same – next: 50mana (probably 80). It's purpose will be to disrupt at gold mines (cast it twice for consistency because 1 could go anywhere). It can also finish destroying damaged buildings. Blizz is best for the rest.
I barely changed gold costs even though they deserve new numbers.
(Unholy Armor somehow stayed at 100mana so I had to fix it)
Downside: positions are fixed (the host can still close/open positions)
Download:I applied all these changes into the following maps attached below. Then you just play it with the "use map settings" option and "triggers" at the drop-down menu.
- Great White North, Garden of War, Cliffhanger, Skirmish, Mine the Center (more links in a post below)
- Also added GWN against the computer.